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@John-Cena The game is intended to be exclusively a WW II scenario. And while there will be special units for each nation... they are meant to be very historically based.

As @redrum has mentioned... we are using a WW I scenario right now to develop and test some of the concepts proposed in this thread. Some of the other things planned for this map are as of yet not implemented in the engine.

@John-Cena Generally, the techs will be focused on the ww2 timeframe. There will be nation specific units and some of those are highlighted in this thread. There won't be any completely ahistorical units as this is meant to closely represent ww2.

Also, it would be better for the "Age" bonuses/objectives (PUs and Tech) to be given at end turn ("Turn Complete"), at the same moment you normally collect PUs, instead of before purchase. It would be generally more coherent and it would help you figure what you want to do, upon planning your purchase, during Combat Movement and such, if you have your (and everyone else's) actual statistics already definite (especially in the moment you are making your Combat Movement, and want to look at what PUs you have, to know what you will able to purchase, on that turn, without having to know and add up the Age bonuses, on top of that).

@John-Cena Its just intended to cover ww2. If you read through this thread, there are a lot of screenshots and details posted through out it. I don't believe there has been much progress recently but the majority of the map/units/techs are designed but there is still a good deal of work to complete it. We are working on a bit less ambitious than this ww1 map to prove out some of the features for this map: https://forums.triplea-game.org/topic/1063/power-of-politics-1914-a-wwi-scenario

Also, there is no point for nature to Non Combat Move on round 10. Rather better remove nature at the end of combat, on that turn, then let it do pointless non-combat redeployments. Tho, really, it is weird that you do combat movement, combat, maybe conquer territories, and then suddenly die. It would make some more sense if the beasts go extinct at the start of one of their turns; say, at start of their turn on round 10 (so, not doing that turn at all), if they are supposed to be defending for up to 10 rounds.

How about, now that it is possible, changing the Mammoth into a not-infrastructure that turns into a defenceless capturable infrastructure if reduced to 0 hitpoints (and repairs back to previous if not captured)? This way, you have to fight to get them, also if all mammoth, which would make more sense (and would also likely help reducing the current bad play of the AI with managing them, leaving them exposed).

@Black_Elk@redrum
I agree that there is a problem in regards to the lack of fuel that starts some rounds into the game. Fuel thirst has always been the intention, but it is nevertheless potentially fun spoiling for the gameplay. After some consideration, I like the solution redrum gave as it gives options/further motivates the players to make some choices/follow strategies if they don’t want to run out of fuel: Avoid fuel units, focus on capturing fuel, conserve fuel … or now … purchase fuel.

I have implemented a “Synthetic-Fuel” (unit). It is essentially a buildable version of the fuel producing barrel. It must be built and placed at a factory. Everyone can purchase it, but only Germany has a unit of this type on the map from round 1 (just for the looks and to make players aware of its existence).

It costs 5 PUs (half price of an Infantry) and produces 1 Fuel per round, just like normal fuel production. Unlike the normal capturable fuel barrels, Synthetic-Fuel production is destroyed during capture, just like factories. So I guess players would want to build them at the safest territories.

I see this solution to the fuel problem as not ruining, but just easing a bit, on the original idea about players always having to be thirsty for fuel. Even though players should probably buy/plan their fuel policy many rounds in advance, players can now choose to pay their way out of the fuel needs.

I hope to upload this to GitHub soon, but what do you think about it at first glance?

... it would be a cool idea if you could unlock increasingly better technology with multiple tiers (e.g. better aircraft, ships, nukes etc) so that having a technological advantage would have more effect on the gameplay. It could also be interesting if you added more esoteric special units for different countries, e.g. occult weapons, UFOs for Germany, sea monsters for Japan

As much as I like the idea about increasing technologies and advancements, I can’t see this being implemented into Iron War this late into the game-development. There would just be too many things to consider, balance, adjust and so on. I would rather implement this into another map of mine that is still in early development. This is the sort of features that needs to be thought into a map from start, as I see it. I also like the idea about uberweapons, wonderweapons etc. But one of the concepts of Iron War is standardized unit types, so it would be kind of strange to start implementing nation specific special units. Sorry to disappoint